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(1 edit)

Sort of. (Not the dev) I decompiled the code (looking for recipes when I noticed the list here was incomplete, and) found that the dev set it correctly for collectable item, but that not for the active runner.

I copied the missing lines over (edit: w/ a modding tool), and this seems to have solved that problem...

draw_self()
switch ore {
     case 130:
         spr = s_ore_icon_iron
         break
     case 500:
         var spr = s_ore_icon_coal
         break
     case 711:
         spr = s_ore_icon_tin
         break
     case 748:
         spr = s_ore_icon_titanium
         break
     case 803:
         spr = s_ore_icon_tungsten
         break
     case 980:
         spr = s_ore_icon_copper
         break
     case 1007:
         spr = s_ore_icon_gold
         break
 // meow - begin patch
     case 255:
         spr = s_ore_icon_lead
         break
     case 277:
         spr = s_ore_icon_lithium
         break
     case 376:
         spr = s_ore_icon_silicon
         break
     case 490:
         spr = s_ore_icon_silver
         break
     case 740:
         spr = s_ore_icon_nickel
         break
     case 750:
         spr = s_ore_icon_zinc
         break
     case 849:
         spr = s_ore_icon_sulfer
         break
     case 1196:
         spr = s_ore_icon_aluminium
         break
     default:
         instance_destroy()
 // meow - end 
}
draw_sprite(spr, 0, x, y)

...but afterwards I noticed that saturating my drill with portable furnaces was causing crashes -- and the ..._pocket_furnace_... code didn't decompile nicely for me; So I was unable/unwilling to determine why (when I could just avoid using them instead).